Actually they're all working, this issue is because the default radius value is too small for these "not working" particle lights
Here's my solution: If you're using LLF Particle Lights instead of Fake Glow along with Light Limit Fix, open ...\LLF Particle Lights instead of Fake Glow\ParticleLights\glowsoft01.ini then raise the value of "RadiusMult =" to a proper amount, I set it to 8.0, this makes those sources cast lights on grass to the range I see fit
If you feel it's not bright enough, open ...\Community Shaders\SKSE\Plugins\CommunityShaders.json and raise the value of "ParticleLightsBrightness": I set this value to 2.0 and now everything works like a charm
Since the full release of CS, has anyone else encountered flickering grass as you move towards it, aboutt 5-10 feet in front of you? I'm having this effect using Cathedral Landscapes, NGIO and the grass around Falkreath. Small patches of grass ahead of me have their shadows flicker on and off, particularly as I move towards it. I wasn't encountering this on the beta versions of the CS suite of mods.
Can i still use Complex Grass without this feature? I turned it off and my grass broke. I want to have seamless grass lod but its impossible with grass lightning - it wont affect grass lod.
The only settings that works for me is the brightness slider. All other settings like SSS does nothing (so backface of grass is black while it should be dark green). Glossiness and specular does nothing neither. I'm using Folkvangr with the right complex grass patch but nothing
Thank you so much for this!!! It’s made my game look a heck of a lot better AND fixed my floating grass issue with Skoglendi!! I’m so grateful for this you have no idea! Endorsed and voted! I can’t thank you enough 😭☺️😁
I seem to be constantly adjusting the brightness settings at different times of day in order for the grass to match the GrassLODs I have.
I've got grass extending out to 20000 units and fading a further 10000, looks great but all that grass is lit up and during dusk and dawn there's a huge disparity between that and the LOD brightness.
Great mod though, just can't get it right with my setup (don't want to give us GrassLODs).
If I have Vanilla Complex Grasses for ENB installed and I disabled CS in-game from the menu, why does the grass turn purple? Does anyone have the same issue as me?
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Here's my solution:
If you're using LLF Particle Lights instead of Fake Glow along with Light Limit Fix, open ...\LLF Particle Lights instead of Fake Glow\ParticleLights\glowsoft01.ini then raise the value of "RadiusMult =" to a proper amount, I set it to 8.0, this makes those sources cast lights on grass to the range I see fit
If you feel it's not bright enough, open ...\Community Shaders\SKSE\Plugins\CommunityShaders.json and raise the value of "ParticleLightsBrightness": I set this value to 2.0 and now everything works like a charm
I'm using Folkvangr with the right complex grass patch but nothing
I've got grass extending out to 20000 units and fading a further 10000, looks great but all that grass is lit up and during dusk and dawn there's a huge disparity between that and the LOD brightness.
Great mod though, just can't get it right with my setup (don't want to give us GrassLODs).
I use cathedral lanscapes complex grass addon and azurite weather's 2 if anyone figured it out for those